use SIGNAL_HANDLER REEEEEE (#59242)

makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
This commit is contained in:
Kylerace
2021-05-24 15:28:02 -04:00
committed by GitHub
parent 965a8de99c
commit e13fe75590
121 changed files with 199 additions and 34 deletions
+1
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@@ -21,6 +21,7 @@
REMOVE_TRAIT(target, TRAIT_DRYABLE, ELEMENT_TRAIT)
/datum/element/dryable/proc/finish_drying(atom/source)
SIGNAL_HANDLER
var/atom/dried_atom = source
if(dry_result == dried_atom.type)//if the dried type is the same as our currrent state, don't bother creating a whole new item, just re-color it.
var/atom/movable/resulting_atom = dried_atom
+1
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@@ -27,6 +27,7 @@
///Updates old and new turf loc opacities.
/datum/element/light_blocking/proc/on_target_move(atom/movable/source, atom/OldLoc, Dir, Forced = FALSE)
SIGNAL_HANDLER
if(isturf(OldLoc))
var/turf/old_turf = OldLoc
old_turf.remove_opacity_source(source)
+1
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@@ -35,6 +35,7 @@
/// Handles beginning processing objects.
/datum/element/obj_regen/proc/on_take_damage(obj/target, damage_amt)
SIGNAL_HANDLER
if(!damage_amt)
return
if(!length(processing))
+1
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@@ -17,6 +17,7 @@
. = ..()
/datum/element/skittish/proc/Bump(mob/living/scooby, atom/target)
SIGNAL_HANDLER
if(scooby.stat != CONSCIOUS || scooby.m_intent != MOVE_INTENT_RUN)
return